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- Many of the teams are changed, revamped, or replaced
- Agility has be broken into two stats, agility and passing
- Lots of nerfing to bash skill
- New skills that mostly suck
- Players buy skill with SPP rather than it being a level-up thing
- Redrafting makes you re-buy your players at the end of seasons
Etc..etc.. There have been TWO new rulesets released since BB2, so BB3 is a combination of those two updates. It'll be interesting to see how the changes work in large scale open play.
https://www.goonhammer.com/blood-bowl-2020-whats-new-with-the-new-edition/
A more advanced look would require you to shell out the money for a rulebook, which is about $40
Question, does this mean we can buy upgraded players in the middle of a league? For example, in current leagues if you lose a player with a whole lot of great skills, you have to level up another one. In the new rule system can we buy players that are already upgraded, such as a saurus lineman with block, in the middle of a league? So fragile teams don't implode from attrition?
No, it mostly means that at the end of whatever is defined as a "season" all of your players basically leave the team and you use a pool of gold based on a base amount and number of games you played during the season, etc... and have to buy a whole new team, but your built-up players are available to you to buy back.
So, in essence, it is an additional form of team attrition that applies to all teams, but mostly applies to teams that DON'T lose their players often.
That said, I'm not an expert on the new ruleset so I may have missed something along the way.
The cost is their value plus 20.000 gold for each season they are with the team. As VM said a new kind of attrition or ageing. Better armour comes at a price. Some argue that random skills that are giving less value-raise compared to chosen skills can have an impact on the teams that go for the long haul too. It's effect on the teams is something to look forward for.
September is almost there, but has 30 days. Ooh those sleepless nights.
You can use random skill selection for a lower cost, which will undoubtedly be the "meta" in long-term open play since it allows you to get the same players for a lower TV cost. The building of teams wasn't all that random even in CRP, and now people can choose to go the random route or not. More options tends to make for a happier playerbase.